using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using MainJumpFleet.CGame;


// Oak Engine Input
using OakEngine.Input;

namespace MainJumpFleet
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class MainLoop : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        // Game
        CGame.CGame game;

        // Input
        OAK_InputManager m_Input;
        
        public MainLoop()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            JumpFleetGameLib.xGraphicModes.SupportedGraphicsModes.SetGraphicsMode(graphics, true);            

            m_Input = new OAK_InputManager(this);
            Components.Add(m_Input);
            
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Load Main Game
            game = CGame.CGame.GetInstance();
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            game.Initialize(GraphicsDevice, ref spriteBatch, ref graphics, Content,ref m_Input);

            

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            //Unload stuff here
            game.Shutdown();
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
              //  this.Exit();

            m_Input.Update(gameTime);



            // Update game content
            game.Update(gameTime);


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            //Render game content
            game.Render();

            base.Draw(gameTime);
        }
    }
}
